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Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
: Add or to your mana pool.
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Sunpetal Grove Discussion
8 hours ago
So, a few things here. I would adjust the mana base a little bit. There are some dual lands that come in untapped pretty easily in your colors. Botanical Sanctum is way better than Woodland Stream. In the upcoming set, Ixalan, there are reprints of Sunpetal Grove and Glacial Fortress which will be of a bit benefit here. You need more lands as well, because only having 18 while having a huge amount of high cmc creatures and a huge amount of creatures in general is bad. I did the same when I first started. You should shoot for around 24 lands. I would recommend having 4x Aether Hub, 4x Botanical Sanctum, and maybe even some Scattered Groves or Irrigated Farmland so that if you don't need the mana you can cycle the cards. Mana is a huge part of Magic that I overlooked when I first started playing.
Moving on to your creatures, you should definitely get rid of some of these as their ETB abilities are not as good as others you have. Kujar Seedsculptor, Maulfist Revolutionary, Weldfast Wingsmith, Sifter Wurm could probably be removed. I see the synergy there between a lot of them, but there are definitely some other cards you have mentioned that would be better as a 4 of.
Rogue Refiner and Servant of the Conduit could probably fit in well as 4 of's. Rogue will net you energy and card draws, and Servant will net you energy and ramp into any of your other creatures. Since you are generating so much energy, you're going to need something to drop it in to. You could use Bristling Hydra or even something different like Aetherwind Basker. If you don't want to go the creature route for channeling energy, you can use Gonti's Aether Heart and take an extra turn every so often. That could win you the game pretty easily. Regal Caracal would also be a great 5 drop spot, maybe even over Cloudblazer or a 2-2 split would be good too. Things like Sram's Expertise or Servo Exhibition are nice as well because you'll get double the amount of Servos. I see that you have Illusionist's Stratagem which is awesome, that would work well with Regal Caracal. Also, I would cut out Pyramid of the Pantheon and maybe even Gift of Paradise for some lands / creatures.
Very interesting deck, I love that you've chosen to make something so complex with your first deck. I started with Panharmonicon when I first started playing but I used Blue and Red as my primary colors and used things like Whirler Virtuoso and Maverick Thopterist to make a ton of thopters.
Hopefully I've been of help to you! Just remember to always make sure you have ~24 lands unless you have a really low CMC deck, or play things like Attune with Aether or other ramp spells. Make sure the majority of your creatures are 4 of's instead of 2 of's. You want to make the most of what you get, so ensuring you draw something great is better than drawing something okay in it's place. You want to play things like:
4x Rogue Refiner, 4x Regal Caracal, 4x Cloudblazer, 4x Sunscourge Champion, 4x Champion of Wits, 4x Servant of the Conduit, 4x Sram's Expertise, 4x Panharmonicon
and so on and so forth. I would go on to http://gatherer.wizards.com/Pages/Default.aspx or tcgplayer.com and search for cards in your color under "standard" and just browse and see what you can find for enter the battlefield effects.
2 days ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
5 days ago
The quality of your improvements will depend greatly on your budget.
At the very least, I recommend dropping the vivid lands and half of the trilands. Add the battle lands (Canopy Vista and friends from BFZ). Also add Murmuring Bosk. This will give you fetchable options with Nature's Lore, Skyshroud Claim, Hunting Wilds, Ranger's Path , Farseek, and Spoils of Victory , and Shard Convergence (the latter two not being stellar, but being at least manageable on a budget).
You should also consider the check lands (e.g., Sunpetal Grove).
5 days ago
1 week ago
1 week ago
After Ixalan's release, you'll be able to add more dual lands, like Sunpetal Grove ;)
2 weeks ago
If you're going to do an investigate deck, then I would focus in on that and drop a lot of the stuff that doesn't help achieve that. Lone Rider Flip, Ulvenwald Captive Flip, Ulvenwald Hydra, Sigarda, Heron's Grace, Heron's Grace Champion, and even Duskwatch Recruiter are cards that could be dropped. If you do you can go up to the full amount of Tireless Tracker (when you get them), Graf Moles, Bygone Bishop, Confront the Unknown, Ulvenwald Mysteries, and another Journal and Patrol. To make the deck more consistent and sleek you should drop a lot of the 1 ofs as well like Traverse, Trail of Evidence, and Fleeting Memories.
Since a lot of your cards are 3 drops like Tracker, Mole, Bishop, you should add a playset of mana dorks to help accelerate. Birds of Paradise is going to get you the most bang for your buck but if that's still too expensive then you could do something as simple as Elvish Mystic.
Lastly you're gonna want some number of removal spells. Path to Exile is the best removal spell in these colors but if that is too expensive then you might have to settle for something like Journey to Nowhere.
Hope this helps!
3 weeks ago
The first thing that needs to be done is cutting out some of the creatures with high mana costs and still die to Lightning Bolt. A creature has to do something amazing in order to justify costing more than 1 mana and having under 3 toughness. Dark Confidant, Arcbound Ravager, and Vendilion Clique fit these criteria. Odric, Lunarch Marshal, Consul's Lieutenant, and Heron's Grace Champion do not. Getting your creatures to survive to the combat phase when they get hit by Lightning Bolt and Fatal Push is a serious issue.
I'd also move away from anything costing more than 3 mana unless it flat-out ends the game when you play it. Surrak, the Hunt Caller sort of fits this criteria, because he's going to come down and give himself haste right away, allowing you to push in for those last few points of damage. I'm not convinced the same is true for Thalia's Lancers or Sigarda, Heron's Grace (although Sigarda, Heron's Grace is probably a prime candidate for the sideboard).
You're also an aggro deck. You can't afford to lose time because your land on turn 1 came into play tapped. Play basics over Evolving Wilds and Blossoming Sands. Sunpetal Grove and Canopy Vista are other good budget options. Windswept Heath, Temple Garden, Flagstones of Trokair, and Horizon Canopy are powerhouses if you're not on a budget. Lands going into the graveyard also means Knight of the Reliquary is viable.
Gavony Township should be played in your list in multiples. 2 would probably be good. You want to see them each game but you don't have any mana dorks (namely, Noble Hierarch) to allow you to play more than 2.
You should also be playing Honor of the Pure. All of your creatures are white and this puts them over the edge. Combined with Gavony Township, you shouldn't need Collective Effort. These two in combination are cheaper and make your team more consistently large.
So what are the replacement options for all of this?
Thalia, Guardian of Thraben is one of the first things you'll want to include. Her taxing effect makes sure your opponents are off tempo in casting their removal or win conditions. Storm basically can't win so long as Thalia, Guardian of Thraben is on the table.
Mirran Crusader is a powerhouse. Immune to Abrupt Decay, Fatal Push, eats Tarmogoyfs, etc. Probably the scariest thing you can do is follow up a turn 2 Honor of the Pure with a Mirran Crusader. If your meta doesn't have a whole lot of green or black, Blade Splicer is another good option for your 3-drop slot.
Hero of Bladehold will quickly end the game and is a a great card to play at the top of your curve. Ranger of Eos is another option. Either card will quickly flood the board and benefit from Honor of the Pure/Gavony Township.
Thalia, Heretic Cathar is absolute hell to try and deal with in Modern. A lot of people are playing fetches and shocks in their mana bases with only enough basics to dodge Ghost Quarter and Blood Moon. Combined with Thalia, Guardian of Thraben, your opponents' mana bases will be so strained they may never cast anything after turn 3.
Lastly, there's your maindeck hatecrap that comes from playing G/W Humans. Grand Abolisher, Ethersworn Canonist, True Believer, Imposing Sovereign, and Fiend Hunter will steal games out from under the right opponents.
All of this hinges on you playing Honor of the Pure or sticking with only humans. If you don't run Honor of the Pure, Experiment One, Mayor of Avabruck Flip, and Noble Hierarch are powerful alternatives (you may want to still include some of these anyway, especially Experiment One).
You can also move away from humans and more into G/W Little Kid. You get more hatecrap (Leonin Arbiter, Qasali Pridemage, Scavenging Ooze, Voice of Resurgence, Aven Mindcensor, Gaddock Teeg), more beatsticks (Loxodon Smiter, Wilt-Leaf Liege, Brimaz, King of Oreskos, Thrun, the Last Troll), and mana dorks.
I'd be remiss if I didn't mention Collected Company. It can be a little underwhelming, however, unless your deck is filled with silver bullets and singletons. You're looking more to go wide and attack as fast as possible. It will completely change the dynamics of your deck and how you play it.
As TMBRLZ, however, you really haven't provided much information. It's hard to tell you specifically what to add or cut from your deck (like is Hero of Bladehold to expensive for your budget? Sword of Fire and Ice?) other than just by glancing over it.
What's your budget? Who will you be playing against? Do you want this deck to remain strictly G/W? Strictly humans? What's the local meta? Is it a bunch of Zooicide players or U/W/x Control players? Or is it 1 guy with a $2,000 Rock deck and a bunch of people with Standard decks? Is this something you want to play for the rest of your Magic career or are you only looking at something to jump into Modern with? Do you plan on playing Legacy or Vintage and this is a deck you'd like to use help ease into older formats?
None of these questions have really been answered and so we're kind of left giving vague card suggestions/descriptions, instead of something like "Cut 3 copies of X and replace them with 2 copies of Y and 1 copy of Z."